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Anti rushing?

Discussion in 'StarCraft 2 Strategy Discussion' started by mc2, May 21, 2007.

Anti rushing?

Discussion in 'StarCraft 2 Strategy Discussion' started by mc2, May 21, 2007.

  1. orphean

    orphean New Member

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    To paraphrase the actual quote: 'Games will take about 20 minutes, down to 15 minutes if its a game between expert players'

    20 minutes is the only other actual time given.
     
  2. Fenix

    Fenix Moderator

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    Drat. I love the huge, long, drawn out games.
     
  3. Bumbaloe

    Bumbaloe New Member

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    Quoted for truth. Even though I usually rush. :p
     
  4. orphean

    orphean New Member

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    There's always money maps :) One of the problems I see with huge drawn out games is that you'll need to rely mostly on mobile defense if you don't already. Units like the Colossus and Reapers which can move over terrain pretty much kills any concept of 'choke points' to completely keep units out.
     
  5. Fenix

    Fenix Moderator

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    Sorry, Colossus?
     
  6. orphean

    orphean New Member

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    Colossus are the huge 'quadropods'. :)

    Watch the video with the dev commentary over at the official site, its pretty epic.
     
  7. Fenix

    Fenix Moderator

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    Ugh, hate commentaries.

    But yeah, I just watched the gameplay demo in the hi-def mode, and could see the names. Pretty sweet.
     
  8. stuff1056

    stuff1056 New Member

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    Rushing should always be a part of Starcraft strategy. Plus, it might make the game a bit unbalanced because one of the advantages of the Zerg is their ability to rush.
     
  9. mc2

    mc2 New Member

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    15mins???? thats wayyyyyyyyyyyyyyyyy too short
    usually when i vs my cousin its about 1hr game
     
  10. 10-Neon

    10-Neon New Member

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    15 minutes for experts. I don't think that is much different from what it is today. Blizzard said that they intend to make the average game length the same as the original.
    On rushing: I don't mind rushing, what really bothers me is 1-unit harassment. I'd like to see a some sort of small weapon on the CC/Nex/Hatch that, while unable to repel an actual rush, can at least kill a lone worker screwing around with a neighboring structure.
     
  11. mc2

    mc2 New Member

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    ^ yeah thats a good idea ^ i remembered playing age of empires where u can recall all ur villagers back into the village centre and they'll defend against enemy attacks.

    The same should be applied to SC2, the main building should have some form of self defence the can rebel early attacks like zergling rushes.........
     
  12. orphean

    orphean New Member

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    Well since Blizz says they are working on the rushing gameplay mechanics, I imagine there'll be a variety of things in the early game one can do to fight a rush no matter what race they are.
     
  13. Fenix

    Fenix Moderator

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    If ya'll played War3, with the Humans, you had this bell thingie that turned peasants into units as good as Footmen, the basic melee unit. I think if they had something like this, it would totally make an SCV rush obsolete.
     
  14. orphean

    orphean New Member

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    Were those as good as footmen? I remember them being not as good but useful in a pinch type of units...

    Edit: Yeah Militia (the units the peasants turned into) were a bit slower, have weaker armor, and half as much HP as footmen.
     
  15. PainKiller

    PainKiller New Member

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    Rushing/harass is allso used just to slow down the enemy so that you will get a litle advantage in the late game ;D
     
  16. SpoonGuard

    SpoonGuard New Member

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    Actually, technically militia were faster than footmen, because a common practice is to make a militia man about 2 minutes into the game and send him to go scout, as he could run very far in those 60 seconds. They had less life, less armor and less damage though, as you thought.
     
  17. mc2

    mc2 New Member

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    the key here for blizzard is not to turn workers in SC2 into 'militia' units and rush others....rather a way to defend our own base if ur were early rushed.

    so maybe an in-built photon cannon for nexus, in-built sunken colony for hatcheries????????
     
  18. 10-Neon

    10-Neon New Member

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    That was what I was thinking, some built in defense, but not as strong as a proper defensive structure since command structures already have tons of HP. The main point of harass is to get a player to spend their time and units on killing the annoyance, but the problem with being harassed is that it is annoying, unlike rushes, which can be taken seriously.
     
  19. SpoonGuard

    SpoonGuard New Member

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    One thing WC3 did do better than SC was having static defenses for each race. Night elf had attacking buildings, human had militia mode, orcs can dive into burrows and throw spears, and UD's main can attack and the ghouls. As an UD player, I thought it was bullshit, considering UD's static is easily the worst.

    However, having a slight static defense to each race would probably not happen if they intend to make the game rush heavy, which happen to be doing. I'm sure static defenses would slow down the game alot, as the ones in wc3 did.
     
  20. TheDarkTemplar

    TheDarkTemplar New Member

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    Rush heavy? Gutted. I'm awful at rushing!